This is a dictionary-like index to pick up and browse the contents of Blender-related articles in the blog "3DCG Life".
You can jump to the content of the corresponding linked article from the Blender name or function section.
(On smartphones and other devices, the link content may be misaligned when it is displayed.)
The index will be added and updated as blog posts are updated.
*If you find any broken links, please tell me via the Comments below the article or Contact Me.
How To Start Blender
Get started with Blender here
START Blender 1) - Customize UI and Make It Easy to Use
When I start using new software, the first thing that Toha does is "customize the UI to your liking".This article will show you how to customize the initial Blender UI to your liking.
START Blender 2) - Changing Window Placement & Settings Freely
Blender has a variety of windows, but you can freely set the type and arrangement of the windows to be displayed. In this article, we will explain how to customize the various windows as you wish.
START Blender 3) - Comfortable Modeling With Recommended Initial Settings
In this article, the introduction of recommended initial settings that you should set before modeling in Blender. If you are going to start modeling with Blender, it would be a good idea to start with the recommended initial settings described in this article.
Initial Setup & Customization
Transfer of environment settings
Blender Setup & Edit Menu
Key Map Related
Workspaces & Areas
Editor & Bar
Save initial settings & Customizations
How To Use Blender
How to operate Blender.
START Blender 4) - Basic Operations! The First Thing to Learn
This article summarizes Basic Blender Operation. Even if you want to create something with Blender, you will not be able to create anything if you do not know the basic operations.
3D Viewport Operations
Edit Mode Operation
Various modeling topics.
Blender Modeling [Knowledge] - Know Where Menu You Want To Do
I will present some useful things to know when modeling with Blender's menus. Just knowing somewhat about it will make the rest of the modeling work easier to understand.
Blender Modeling [Practice] - Learn how to use, Create want models
This article explains how to use the most commonly used tools and tricks for modeling in Blender while creating 3D models.
Blender Modeling [Addendum] - Improve Efficiency By Using Shortcuts & Add-ons
We have written about the basics of modeling in Blender in two articles, "Modeling in Blender (Practical)" and "Knowledge". However, if you want to do serious modeling with Blender, it is difficult to do only with the basics.
Blender Videos Summary - Making it Easy and Beautiful
I wasn't going to do a video because I'm not very good at talking, but...For some reason, I decided to make a short Blender video! I am sure there are many parts of the video that are difficult to see because it is a one-shot video without editing, but I am thinking of increasing the number of videos little by little at my leisure.
- Standard add-ons:Auto Mirror
- Standard add-ons:LoopTools
- Standard add-ons:Snap Utilities Line
- Standard add-ons:Copy Attributes Menu
- Maxivz Interactive Tools
- loop selection
- Convert selected vertices, edges, and faces to other elements
- Align vertices with scale
- Sewing union of vertices
- Object Management with Outliner
- Favorite Tools
- Adjust transparency of the transparent display
- Viewport is enlarged by toggling maximize area
- Semi-transparent/wireframe display of specific objects only
- Copying a material to multiple objects
UV unwrap and more!
UV Unwrap In Blender - How To Manually Unwrap UVs
This article will summarize "How to manually do Blender's UV unwrap the way you want. I think it is useful for hand-drawn textures and models with a certain degree of low poly. Please read this if you are having trouble with Blender's UV unwrap being messed up.
Points to consider when unwrap UVs in Blender
UV unwrap in Blender Recommended method
- Use the paid add-on UVToolKit 2.0
- Use the free add-on TexTools
- MagicUV, a standard add-on, is also nice to have
- Some of Blender's standard features are also useful
Bake In Blender - Gradients With Textures
Here is a summary of the procedure for baking gradients in Blender. Baking a gradient drawn on another texture onto the production UV texture, so it can be applied to textures with various patterns other than gradient colors. This time, bake a vertical gradient color into the hair object.
Comparison of what Blender and Maya can do
Blender vs Maya ! Comparison of 2 Softwares By Game Character Modeler
This article's title is... Blender vs Maya - Comparison of Two Softwares By Game Character Modeler! Toha uses Maya for corporate game projects and Blender for personal 3D model creation. This time, we wrote an article that we could write only because we are sure such a Toha.
Mixamo to Blender rigs
Mixamo To Blender Rig - A Complete Guide
Mixamo is a web service that provides 3D character models and animation of the models. In this article, we will summarize how to use these amazing Mixamo animations in a real way using Blender.
That's all for now.
List of comments
I have been interested in Blender for a long time and started using it when I upgraded to 2.8.
I can't stop thinking about Toha's article and all of his predecessors....
I'm still doing tutorials and playing around with the distributed models.
I have a question about Shapekey.
I wasn't sure if this is the right place to ask this question, but I'm sorry to have to do it twice.
Let me write this down as it is. m(_ _)m
I would like to create a shapekey to make a part of a human model (such as an arm) larger or inflated.
Apply it to bend joints and for weights painted without Shapekey
Mesh overlaps, or does not bend where you want it to bend, or bends where you don't want it to bend.
I am having trouble with problems such as the following.
I would like to use it for animation, and when I looked into it, I found that such bankruptcy is
The only way I could find to do this was to "fool around with vertex editing on the broken frames..."
For example, change the way weights are painted according to the degree to which Shapekey is applied.
and can we make it work together without breaking the bank?
Thank you for your comment, Mr. Tokemono~!
However, since I have not yet mastered the use of Blender's shape keys, please understand that my answers to your questions may include information I have gathered from the Internet plus my own speculation.
To the best of my ability, here are my answers
It is possible to combine ShapeKey and weights without breaking the bank.
However, if the deformation caused by the shape key is extremely large, it may be difficult.
I wonder if the animation of "enlarging or inflating a part (such as an arm) of a humanoid model" mentioned by Mr. Tokimono is an animation of exaggerated expression, like, for example, showing a hand enlarged when a punch is made.
If it is that kind of animation, it seems to me that it is beyond the range of deformation that can be done with the shape keys.
In that case, you may want to enlarge the weighted bone itself, for example.
I don't know if this will be helpful, but I will put up a page on deformation animation.
No deformation animation used in Kamikaze Animation's Jojo OP
Muscle expression using bones
As far as Toha knows.
I don't see anything like "change the way the weights are painted according to the degree to which Shapekey is applied".
So, please forgive me if this is not a very good answer, but I don't know much about it.
If (and when) Toha becomes more knowledgeable about Blender's shape keys someday (I don't know when), I will write an article about it.
Sorry, that's all.
Thank you for your really thorough response to my vague question.
It made a lot of sense.
Jojo's page is very interesting as an article....
Even in the game Overwatch, for expressive impact.
I have heard that there are scenes where the 3D model is daringly stretched or enlarged.
Once again, I realize the greatness of Kamikaze Animation and the people involved in the expression....
dskjal.com's article at the bottom of the page that does the same thing with Driver and ShapeKey."
Using the method for applying a shape key in sync with the bone rotation from the page called
Morphs to fix breakage when morphs are applied and bones are bent."
I'm starting to think that if we apply it as the bone rotates, we can get around this issue.
I would like to try that method first.
Thank you again!
Thanks for the reply, Tkekimono~!
Ah! I see you found something on dskjal.com's other page that might be a solution~!
Sorry for the oversight - but I'm glad you were able to find a solution as a result.
I'm not going to go into too much technical detail in my blog, but I'm sure you'll be able to find some interesting information on the following
If you like, please come back and take a peek at our blog anytime.